IK - FMF - Fools Rush in Module

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Fools rush in
An Introductory Adventure
FOOLS RUSH IN: An Introductory Adventure

Credits
Creators of the Douglas Seacat Josh Manderville Lyle Lowery
Iron Kingdoms Brent Waldher Cover Art Chris Ross
Brian Snoddy Matthew D. Wilson Brian Snoddy Douglas Seacat
Matthew D. Wilson William Shick
Additional Character Art
Creative Director Contributions Néstor Ossandón
Brent Waldher
Ed Bourelle William Schoonover Hundreds of players at
Cartography Gen Con 2012!
Game Design Writers Laine Garrett
Jason Soles Simon Berman
Proofreaders
Playtesters XXX
Matthew D. Wilson Douglas Seacat
Matt DiPietro
Project Lead Editor Cody Ellis
Simon Berman Darla Kennerud William French
Scenario Design Graphic Design William Hungerford
Simon Berman Director Tony Konichek

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and information about the world of the Iron Kingdoms!
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This book is printed under the copyright laws of the United States of America and retains all of the protections thereof. All Rights Reserved. All trademarks herein
including Privateer Press®, Iron Kingdoms, Immoren, Full Metal Fantasy, WARMACHINE®, Cygnar, Cryx, Khador, Protectorate of Menoth, Protectorate, Retribution of Scyrah,
Retribution, HORDES, Trollbloods, Trollblood, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, warjack, warcaster, warbeast, and all associated logos are property
of Privateer Press, Inc. This book is a work of fiction. Any resemblance to actual people, places, or events is purely coincidental. No part of this publication may
be stored in any retrieval system or transmitted in any form without written permission from Privateer Press. Duplicating any portion of the materials herein,
unless specifically addressed within the work or by written permission from Privateer Press, is strictly prohibited. In the event that permissions are granted, such
duplications shall be intended solely for personal, noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve
all marks associated thereof. Product information is subject to change. As hard as it is to pirate a free adventure, it’s not as hard as forced labor in the Corvis City
Watch’s prison—which is what you’ll get if you do pirate this adventure.

2
Quick Start Rules
Full Metal Fantasy Roleplaying

The Iron Kingdoms Full Metal Fantasy Roleplaying Game takes you on an action-packed journey into a world rich with danger
and adventure. To give you a taste of what roleplaying in the Iron Kingdoms is like, these streamlined Quick Start rules omit
many special rules and options in order to make it easy to learn the game’s fundamentals. See the Iron Kingdoms Full Metal Fantasy
Roleplaying Game: Core Rules for the full rules as well as extensive background on the world of the Iron Kingdoms.

Characters If the rules do not define a target number for an action a


character wishes to perform, the Game Master sets the target
Your character is the persona through which you’ll explore the number. The target number should reflect the action’s difficulty.
mysteries and dangers of the Iron Kingdoms. This quick start Very simple actions, in which there is little chance of failure,
adventure provides pregenerated characters, but the full game should succeed automatically. Actions with a moderate chance
rulebook offers many more possibilities. of failure should have a target number of 10–12; complex actions
should have a target number of 13–15; and truly difficult actions
The technical details that make up a character determine how with a likely chance of failure should have a target number of
he can operate in the game and what abilities and skills he 16 or more. There is no roll for actions the Game Master deems
starts with. These details include: impossible. Such actions certainly end in failure.
• Race – A character’s race determines his starting stats as When you have the result of the roll, compare it to the target
well as the careers available to him. Race also affects height number set by the Game Master. If the total is equal to or higher
and weight, and some races begin the game with particular than the target number, the skill action succeeds. If it is less
benefits and abilities. For example, Gardek Stonebrow than the target number, the skill attempt fails.
gains the feat Tough from being a trollkin.
A roll of all 1s on the dice is an automatic failure. A roll of all 6s
• Archetype – A character’s archetype largely defines his on the dice is an automatic success unless you are rolling only
role in the game and determines what careers are available one die. Some rolls also have critical effects that are triggered
to him. Each archetype also has a number of benefits. For when a roll succeeds and any two dice used in the roll show the
example, because he is the Skilled archetype, Milo Boggs same number.
can make an additional attack each turn and has the benefit
Virtuoso. If the rules do not explicitly state what stats and skills are used
for a particular action, the Game Master decides.
• Abilities – A character gains access to his abilities as a result
of his career choices. They do not have levels of mastery, Some events call for rolling a d3. This term is short for
but a character must have an ability in order to attempt to “roll a d6, divide by 2, and round up.” Quite a mouthful!
use it. For example, Milo’s Alchemist career gives him the Here’s how to read the results of a d3 roll quickly:
abilities Grenadier and Poison Resistance, and his Thief 1 or 2 = 1
career gives him the abilities Conniver and Dodger.
3 or 4 = 2
• Skills – Skills represent knowledge, talents, and
5 or 6 = 3
proficiencies the character develops over time. A character’s
mastery in a skill is reflected in its level, with level 1 being Additional Dice and Boosted Rolls
lowest and level 4 being highest. Milo’s Alchemist and Thief
Sometimes a special ability or circumstance allows a character
careers have enabled him to develop a mix of military and
to roll an additional die. This adds a die to the number of dice a
occupational skills, and he also possesses a general skill.
character would ordinarily roll. For example, when a character

Skill Resolution
makes a melee attack roll, he rolls 2d6 and adds his Prowess
(PRW) stat + his skill with the weapon and the weapon’s attack

Rolls
modifier. If the character gains an additional die on this attack,
he would roll 3d6 and add his PRW + skill with the weapon and
the weapon’s attack modifier.
When a character attempts to perform an action the Game
Master determines has a reasonable chance of failure, the A die roll can include multiple additional dice as long as each
character must make a skill roll. To make a skill roll, roll 2d6 additional die comes from a different rule or ability.
and add the result to the related stat for the level of the skill
being used. Some effects grant characters boosted attack or damage rolls.
Add one extra die to a boosted roll. Boosting must be declared
before rolling any dice for the roll. Each attack or damage roll

3
FOOLS RUSH IN: An Introductory Adventure

can be boosted only once, but a character can boost multiple If two or more characters end up with the same initiative values,
rolls during his turn. When an attack affects several characters, they should roll again to determine who goes first, second, and
the attack and damage rolls against each individual character so on.
must be boosted separately.
Steamjacks and Initiative
Combat A steamjack activates during its controller’s turn during the
Activation Phase (see below). The steamjack can move and take
The action of the game takes place in the minds of the players its action either before or after its controller moves and takes
and the Game Master until the start of combat, when play his action.
moves to the tabletop where player characters and their
enemies are represented by the provided standees. The Game Effects Lasting One Round
Master then explains the map to the players and places the
An effect that begins on a character’s turn and lasts for one
standees representing the characters, their allies, enemies, and
round expires at the start of that character’s next turn. If the
any bystanders on the map.
character is destroyed, the effect lasts until the point when he
Facing would have taken his next turn according to his initiative total.
The 180° arc in the direction its shoulders face defines the
character’s front arc; the opposite 180° defines his back arc. Turn Structure
A character’s turn has three phases: Maintenance, Control, and
A character’s front arc determines his perspective of the
Activation.
battlefield. A character typically directs his actions, determines
line of sight, and makes attacks through this arc. Likewise, a Maintenance Phase
character is usually more vulnerable to attacks from his back
During the Maintenance Phase, perform the following steps in
arc due to a lack of awareness in that direction.
order:
Line of Sight 1. The player checks for expiration of continuous effects on
Many situations such as charging and making attacks require a his character (see “Continuous Effects,” below). After
character to have line of sight to his intended target. Simply put, removing all expired continuous effects, resolve the
having line of sight means a character can see another character. effects of those that remain in play. Damage from multiple
continuous effects is considered to happen all at once.
The Game Master decides which characters have line of sight to
each other. He should begin each encounter by describing the 2. Resolve any other effects that occur during the Maintenance
terrain and how it affects line of sight. Phase.

Measuring Distances on the Tabletop Control Phase


Measurements on the tabletop are made in inches, with each During the Control Phase, perform the following steps in order:
tabletop inch equating to six feet.
1. The player decides if he intends to upkeep spells. If he

The Game Round doesn’t spend the upkeep cost, the spell expires and its
effects end immediately.
The “round” is an abstraction of a very small amount of in-game
2. Resolve any other effects that occur during the Control
time. It gives the Game Master a reasonable way to determine
Phase.
the outcome of multiple characters attempting different actions
all at relatively the same time. Activation Phase
Once a battle starts, it is fought in a series of rounds. During During the Activation Phase a character can move and act.
each round, every character has a turn, in initiative order The type of actions a character can take might be limited by
(covered next). The character whose turn it is, or the active his choice of movement, covered next. A character can take
character, must end his turn before the next character can his actions before or after moving but cannot interrupt his
begin his turn. The players describe their characters’ actions, movement to take an action.
and the Game Master describes the actions of non-player
characters. Once all the characters involved in the combat have Movement
taken their turns, the game round ends and a new one begins. When moving a character, measure from where the front of a
Game rounds continue until the player characters defeat their character’s base began the movement to where the front of the
enemies, escape the battle, or are defeated. base is at the end of movement.

Determining Initiative A character generally cannot move over another character’s


base. A character can move through friendly characters,
At the start of a battle, each character rolls 2d6 and adds his however, provided he can move completely past the other
Initiative plus any applicable bonuses. Players roll initiative for character’s base.
their characters, and the Game Master rolls initiative for non-
player characters.

4
Advancing refers to any movement a character intentionally
makes, rather than any movement caused by other effects such
Actions
A character can act before or after his movement. A character
as being pushed or being slammed. A character can change his
cannot interrupt his movement to act.
facing at any time during his advance, but when he moves he
must always move in the direction he is facing. Changing facing A character does not have to take his actions all at once and
by rotating in place does not cost any movement. A character can perform them in any order. For example, a character could
who changes his facing is considered to have moved. make a ranged attack, reload, move, and make another attack.

There are three basic types of movement that a character can There are three basic types of actions: quick, attack, and full.
make during his turn: full advance, run, and charge.
During his turn a character can do one of the following:
Full Advance 1. Perform two quick actions.
A character making a full advance moves up to his current
2. Attack and perform one quick action.
speed (SPD) in inches.
3. Perform a full action.
Run
A character who runs during his turn advances up to twice his Some abilities and benefits allow a character to make additional
current SPD in inches. A character who runs during his turn attacks or perform additional quick actions.
can take one quick action but cannot make attacks or take full A character’s choice of movement during his turn may impact
actions that turn. A running character cannot use his quick which actions he can choose that turn.
action to cast a spell. A character who forfeits his actions during
a turn cannot run that turn. Quick Actions
Charge Quick actions are simple and fast movements a character can
A charging character rushes into melee and takes advantage perform in addition to more complex actions, such as attacking.
of his momentum to make a powerful strike. A character who The quick actions a character can perform include:
forfeits his actions during a turn cannot charge that turn. • Draw a weapon or item (including ammunition)
At the time a character declares a charge, he must also declare • Stow a weapon or item
which enemy he is charging. A character cannot charge a
friendly character. The character must have line of sight to • Reload a ranged weapon
his charge target. The character then advances his SPD plus • Pull a pin on a grenade
3˝ toward his charge target, in a straight line. The charging
character stops if he contacts any obstruction, such as another • Cast a spell
character or terrain he cannot move through. At the end of
• Use a steamjack drive
the charge movement, the charging character turns to face his
target directly. • Use a skill or ability that requires a quick action

A character who ends his charge movement with his charge • Take cover or go prone
target in his melee range has made a successful charge. His first
• Other fast, simple action at the Game Master’s discretion
attack after charging must be against his charge target.

If the character charged at least 3˝, his first attack was made Taking Cover
with a melee weapon, and the attack hits, the damage roll is A character can spend a quick action to take cover while within
boosted. Attacks with ranged weapons do not gain boosted six feet (1˝) of a terrain feature that can either obscure his body
damage from charging. If a charging character moved less than or provide a solid barrier of protection. For one round, the
3˝, the damage roll for his first attack is not boosted because he character gains a DEF bonus from attacks made by characters
did not move far or fast enough to add sufficient momentum to on the other side of the terrain feature. To consistently gain
his strike. His first attack must still be made against the charge a bonus for taking cover, a character must perform the quick
target. action during each of his turns. The DEF bonus is determined
by the nature of the terrain the character uses for cover.
If a charging character ends his charge movement without his
charge target in his melee range, then he has failed his charge. If Terrain not dense enough to block an attack but that makes the
a character makes a failed charge during his Activation Phase, character more difficult to see, such as low hedges or bushes,
his turn immediately ends. grants concealment. A character taking cover behind or within
concealing terrain gains +2 DEF against ranged and magic
attack rolls.

5
FOOLS RUSH IN: An Introductory Adventure

Terrain physically solid enough to block an attack grants Measuring Range


solid cover. Examples include stone walls, giant boulders, and After declaring the attack, measure to see if the target is within
steamjack wrecks. A character benefiting from solid cover gains range (melee range for melee attacks, the weapon’s RNG for a
+4 DEF against ranged and magic attack rolls. He also gains ranged attack, or the spell’s RNG for a magic attack). Measure
+2 DEF against melee attacks if the terrain feature is between the maximum range from the edge of the attacking character’s
him and his attacker. base. If the nearest edge of the target is within that distance,
DEF bonuses from cover, concealment, and going prone are it is in range. See “Ranged Attacks” below for additional
not cumulative. A character can claim only the best bonus he information.
is eligible to receive.
Attack Rolls
Going Prone
To make an attack roll, roll 2d6 and add the character’s
A character can throw himself on the ground as a quick action
appropriate stat and skill for the weapon used in the attack.
to gain a DEF bonus from ranged and magic attacks until he
Special rules can change the number of dice in the attack roll or
stands up. A character cannot be knocked down while prone.
directly modify the final result.
While prone, the character gains +2 DEF against ranged and
Melee attack rolls use a character’s PRW + military skill +
magic attacks, gains +4 ARM against blast damage, and cannot
weapon attack modifier. This is the character’s melee attack
run or charge. When he makes a full advance he can move up to
score with that weapon, which is abbreviated as MAT on the
half his SPD in inches. Additionally, the character suffers –2 on
character sheet.
his melee attacks against characters who are not also prone. A
character who is not prone and targets a prone character with a Most ranged attack rolls use a character’s Poise (POI) + military
melee attack gains +2 on his attack roll. skill + weapon attack modifier. This is the character’s ranged
attack score with that weapon, which is abbreviated as RAT
A prone character can stand up at the start of his turn if he
on the character sheet. The exception to this rule is thrown
forfeits his movement or his action that Activation Phase. A
weapon attack rolls, which use the same stats as melee attacks:
character who forfeits his movement to stand can perform an
PRW + military skill + weapon attack modifier.
action, but he cannot make attacks involving movement such
as a slam. A character who forfeits his action to stand cannot Magic attack rolls use a character’s ARC stat.
perform quick or full actions, make attacks, or run that turn. He
The target is hit by an attack if the attack roll equals or exceeds
can use his movement to make a full advance but cannot run or
his defense (DEF). Otherwise the attack misses.
charge that turn.
Knocked Down
Full Actions While knocked down, a character has his base DEF reduced
The use of some skills requires a character’s full attention to 5, and melee attacks against him hit automatically.
during his turn. The character can move but cannot also
perform a quick action or make an attack. Back Strike
A back strike is an attack made by a character completely in
Attacks his target’s back arc. He must have been in the target’s back arc
for his entire Activation Phase up to the moment of the attack.
A character who attacks during his turn can make one melee A back strike grants a +2 bonus on the attack roll of any melee,
or ranged attack. Some abilities, benefits, and special rules ranged, or magic attack.
allow a character to make additional melee or ranged attacks.
Remember that spells, including magic attacks, are cast as
quick actions.
Melee Attacks
A melee weapon has a melee range extending 0.5˝ beyond the
A character who can make more than one melee or ranged character’s front arc for any type of melee attack. A weapon
attack during his turn can divide them among any eligible with Reach has a melee range of 2˝.
targets. Completely resolve each attack before making another.
Engaged
Attacking When a character has an enemy in his melee range and line of
When a character attacks, his controller makes a skill roll to sight, he is engaging that character. When a character is either
determine if the attack hits the target. If it does, the character’s engaged or engaging, he is in melee.
controller makes a damage roll to determine how much damage,
if any, an attack deals. There are three main types of attacks: Free Strikes
melee, ranged, and magic. When an engaged character moves out of an enemy’s melee
range and/or line of sight, the enemy can immediately make
Declaring a Target a free strike against it just before the engaged character leaves
When a character attacks, he can target anything or anyone in his melee range and/or line of sight. The enemy character
his line of sight. makes one normal melee attack with any melee weapon that
has sufficient melee range to reach the moving character and

6
gains a +2 bonus on his melee attack roll. If the attack hits, the
damage roll is boosted. Free strikes cannot benefit from back
strike bonuses.
Range Reminder
Ranged Attacks Remember that a single inch on the tabletop is the
A character can make ranged attacks against any target in his equivalent of six feet.
weapon’s range that is in his line of sight. A character making
more than one ranged attack can divide his attacks among any
eligible targets. A character in melee can make ranged attacks
only against targets he is engaging.
AOE (Area of Effect) – The diameter in inches of the template
Targeting a Character in Melee an AOE spell uses for its effects. A spell with an AOE of “CTRL”
A character targeting an enemy in melee combat with a ranged is centered on the spellcaster and affects characters in his
or a magic attack risks hitting another character in the combat, control area.
including friendly characters. Add a –4 penalty to the ranged
attack roll against a target in melee.

Area-of-Effect (AOE) Attacks


An AOE attack follows all normal targeting rules. A successful Control Area
attack roll indicates a direct hit on the target, which suffers a A control area is a circular area centered on the character
damage roll of 2d6 + the attack’s POW. Center the AOE template with a radius that extends out from the edge of his
over the center of the hit target’s base. base equal to his ARC x twelve feet (or twice his ARC in
Every other character with any part of his base covered by tabletop inches).
the AOE template is hit (but not directly hit) by the attack and
suffers a blast damage roll of 2d6 + 1/2 POW of the attack. Make
separate damage rolls against each character in the AOE; each
roll must be boosted individually. An AOE attack’s critical POW (Power) – The base amount of damage a spell inflicts. The
effect functions only on a direct hit, but every character under POW forms the basis of the spell’s damage roll. A spell with
the template suffers the critical effect. POW “—” does not cause a damage roll.
Prone characters gain +4 ARM against blast damage. UP (Upkeep) (Yes/No) – Determines whether the spell can be
An AOE attack that misses its target deviates d6˝ in a random maintained.
direction. If the target is within range (RNG), the point of OFF (Offensive) (Yes/No) – Whether the spell is offensive. An
impact deviates from the center of its base. If the target is out of offensive spell requires a successful magic attack roll to hit its
range, the attack automatically misses, and its point of impact target. If the attack roll fails, the attack misses and, unless it is
deviates from the point on the line from its point of origin to its an AOE spell, has no effect.
declared target at a distance equal to his RNG.

Magic Attacks Damage


The damage inflicted by an attack or other damage-causing
A character can make magic attacks against any target in his effect is determined by making a damage roll. In the case of
spell’s range that is in his line of sight. Magic attacks are similar ranged, magic, and most other damaging effects, roll 2d6
to ranged attacks but are not affected by rules that affect only and add the Power (POW) of the attack. In the case of melee
ranged attacks. A magic attack roll does not suffer the target in attacks, roll 2d6 and add the POW + STR (P+S) of the attacking
melee attack roll penalty when the attacker is engaged in melee character. A boosted damage roll adds an additional die to this
with the target. roll. Special rules for certain circumstances might modify the
damage roll as well.
Spell Statistics
Compare this total against the ARM of the character suffering
A spell is defined by the following six statistics:
the damage. That character takes 1 damage point for every
COST – The cost of the spell. point that the damage roll exceeds his ARM.
RNG (Range) – The maximum distance in inches from the A weapon or attack with POW “—” does not cause damage.
spell’s point of origin to its target. A RNG of “SELF” indicates
the spell can be cast only on the character casting it. A RNG of
“CTRL” indicates the spell uses the spellcaster’s control area as
its range.

7
FOOLS RUSH IN: An Introductory Adventure

Disabled and Grievously Injured


The rules for injuries presented here are much simpler than
those in the core rules. In an ongoing campaign there are
Living Characters additional possible penalties for a character who loses his last
Unless stated otherwise, characters are considered to be vitality point.
living. Undead characters and steamjacks are not living
characters. In the intro adventure a character is disabled when all his
vitality points are marked. Some effects cause a character to
cease being disabled, either directly or by regaining a vitality
point, such as from a successful Tough roll.

After resolving any effects triggered by being disabled, if the


Life Spirals character is still disabled he is considered Grievously Injured
and cannot take part in the rest of the encounter.
Characters have life spirals consisting of six branches grouped
into three aspects that correspond with their primary stats: Stabilizing Grievously Injured
Physique, Prowess, and Intellect. When a character suffers
damage, roll a d6 to determine which branch of his life spiral
Characters
takes the damage. Starting with the outermost unmarked Some injuries are so dreadful they require immediate medical
vitality point in that branch and working inward, mark one attention to save the injured character’s life. A grievously
vitality point per damage point taken. Once a branch is full, injured character must be stabilized after the encounter or he
continue recording damage in the next branch clockwise that dies. To do this, the treating character makes an INT + Medicine
contains an unmarked vitality point. Continue filling branches skill roll against a target number of 14. If the roll succeeds,
as required until every damage point taken has been recorded. the injured character is stabilized. If the roll fails, the injured
character dies.
Crippled Aspects
While all a character’s vitality points are filled in on a particular Recovery and Regaining Vitality
aspect, he suffers the effects of a crippled aspect that are listed When a character regains vitality, he removes the appropriate
on the Life Spiral. amount of damage from anywhere on his life spiral. Remember,
if a character regains vitality damage while disabled, he is no
Damage Grids longer disabled.
Steamjacks have damage grids consisting of six columns of After a short rest following an encounter, a character
damage boxes labeled 1 through 6. When a steamjack suffers automatically regains vitality points equal to his PHY.
damage, roll a d6 to determine which column takes the damage.
Starting with the uppermost unmarked box in that column and
working down, mark one damage box per damage point taken.
Special Effects
Some attacks cause special effects in addition to causing
Once a column is full, continue recording damage in the next
damage, and some spells and actions can put special effects
column to the right that contains an unmarked damage box. If
into play.
you would mark damage in column 6 but all its damage boxes
are marked, continue recording damage in column 1 or the Cloud Effects
next column that contains an unmarked damage box. Continue
A cloud effect produces an area of dense smoke, magical
filling columns as required until every damage point taken has
darkness, thick mists, or the like that remains in play for a
been recorded.
specified length of time. Use an AOE template of the appropriate
Crippled Systems size to represent the cloud. Every character with any part of its
base covered by the cloud’s template is within the cloud and
When a steamjack suffers damage, systems critical to its combat
susceptible to its effects.
performance can be damaged and crippled. Blank damage boxes
on the steamjack’s damage grid represent its hull. Beneath the In addition, a character with any part of his base inside a
hull are the steamjack’s vital systems, represented by system cloud effect gains concealment (see “Taking Cover,” above).
boxes. Each of these boxes is labeled with a letter designating the The cloud effect does not block line of sight from characters
system it supports. System boxes are still damage boxes; when within it to those outside it, but it completely obstructs line of
recording damage, mark both blank boxes and those containing sight from characters outside it to anything beyond it. In other
system labels to record the correct amount of damage. While all words, a character can see into or out of a cloud effect but not
its system boxes are marked, a system is crippled. through one.

Vitality Boxes
Instead of life spirals, less important antagonists simply have an
amount of damage points they can suffer before being disabled.

8
Continuous Effects A character who forfeits his actions to stand cannot take quick
Some attacks cause continuous effects in addition to damage. or full actions or make attacks. He can use his movement to
Continuous effects remain on a character and have the potential make a full advance but not to run or charge that turn.
to damage or affect him in some other way on subsequent turns. A character can go prone at the start of his turn without
A character can have multiple continuous effects on him as long forfeiting either his movement or his actions.
as each is a different type.
Knockout
Continuous effects have a chance of expiring each round. At
When a character is knocked out, he is knocked down and his
the start of the affected character’s Maintenance Phase, roll
upkeep spells expire. This applies even for a character who has
a d6 to check each continuous effect. If the result is a 1 or 2,
an ability that says he cannot be knocked down.
the continuous effect immediately expires. On a 3, 4, 5, or 6
it remains in play. Determine the status of all the continuous While knocked out, a character cannot allocate focus, take
effects affecting a character first, then simultaneously apply the actions, make attacks, or move and must forfeit the Activation
effects of all the ones that remain on him. Phase of his turns.
Two common continuous effects are Corrosion and Fire. At the start of each of his turns, a knocked out character can make
a PHY roll against a target number 12 to regain consciousness.
• Corrosion – The character is slowly eroded as if by acid
If he fails, he remains knocked out. If he succeeds, he is no
or another noxious substance. Corrosion does d3 damage
longer knocked out and can act normally that turn, though he
point each turn to the affected character at the start of each
is still knocked down.
of his Maintenance Phases unless it expires. Characters
with Immunity: Corrosion never suffer this continuous Only living characters can be knocked out.
effect.

• Fire – The character is on fire. He suffers a POW  12 fire


damage roll at the start of each of his Maintenance Phases
Feat Points
Feat points represent a character’s luck and raw heroic potential.
until the effect expires. Characters with Immunity: Fire
They can enable him to reroll failed skill rolls, shake the effects
never suffer this continuous effect.
of knockdown or continuous effects, or use a number of special
Critical Hit archetype benefits. Feat points are gained and spent regularly
throughout play. Generally only player characters gain feat
A critical hit occurs if the attack hits and two of the rolled dice
points.
show the same number. As a result of a critical hit, some attacks
cause critical effects in addition to damage. The target suffers A character starts each session with 3 points and can never have
the critical effect even if it takes no damage from the damage more than that.
roll. An AOE attack’s critical effect functions only on a direct
hit, but every character under the template suffers the critical
effect.

Knockdown
Awarding Feat Points
Some attacks and special rules cause a character to be knocked
down. This effect is not cumulative; once a character is knocked The awarding of feat points is completely at the
down, he must stand or go prone before he can be knocked discretion of the Game Master; the rules here are merely
down again. A knocked down character who stands or goes guidelines. That said, the Game Master should not award
feat points to characters who are attempting to game
prone is no longer knocked down.
the system, such as by making repeated Lore skill rolls
While knocked down a character cannot move, perform actions, for the express purpose of picking up extra feat points.
make attacks, or cast spells and does not have a melee range. A
It is worth keeping in mind that these points are expected
knocked down character does not engage other characters and
to be regularly earned and spent throughout play and
cannot be engaged by them. As a consequence, a character is
that they are a resource characters need to fuel their
never in melee with a knocked down character. A melee attack abilities. Being too stingy with feat points has a stifling
roll against a knocked down character automatically hits. A effect on the game.
knocked down character has a base DEF of 5. He does not block
line of sight and can be ignored for targeting purposes.

A knocked down character can stand up or go prone at the start


of his next turn. To stand up, a character must forfeit either his
movement or his actions that turn.

A character who forfeits his movement to stand can still


perform actions that turn, but he cannot make attacks involving
movement, such as slams.

9
FOOLS RUSH IN: An Introductory Adventure

Gaining Feat Points • Shake Knockdown – A character can spend a feat point at
the start of his turn to shake knockdown and immediately
There are several ways a character can gain feat points.
stand up.
• Incapacitating or destroying an enemy with an attack: A
• Sprint – A character can spend a feat point during a turn
character gains 1 feat point for each enemy character he
in which he incapacitated or destroyed one or more enemy
incapacitates or destroys with an attack. In the case of a
characters with a melee attack. At the end of his turn, he
particularly powerful enemy, the Game Master can award
can make a full advance.
more than 1 feat point to a character or award 1 feat point
to each character who helped defeat the enemy. Likewise, a • Walk It Off – A character can spend a feat point during
Game Master can choose not to award any feat points if the his turn to immediately regain d3+1 vitality points. If a
enemy destroyed was particularly weak or helpless. character suffers damage during his turn, the damage must
be resolved before he can use this feat. An incapacitated
• Critical success on a skill or attack roll: A character who
character cannot use Walk It Off.
rolls a critical hit on a skill or attack roll gains 1 feat point.

• Game Master award: The Game Master can award feat


points to characters for achieving milestones in play or
as a reward for particularly inventive or heroic actions or
excellent roleplaying.

If a character with 3 feat points gains another, the additional


feat point is lost.

Feats
Characters can spend their feat points to accomplish any of a
number of feats. Any character can take advantage of common
feats listed below, and there are also a number of abilities and
archetype benefits that require the expenditure of a feat point
to use.

A character can spend as many feat points during his turn as he


wishes and has available.

Any character can spend a feat point to use one of the following
feats:

• Boost Non-Attack Skill Roll – A character can spend a feat


point to boost a non-attack skill roll if he has at least one
level of the skill used.

• Heroic Dodge – A character can spend a feat point to suffer


only half the damage from an attack, rounded up. The feat
point is spent after the damage roll has been made.

• Make a Quick Action – A character can spend a feat point


during his Activation Phase to take an additional quick
action.

• Parry – A character can spend a feat point during his turn


to keep from being targeted by free strikes that turn.

• Reroll Failed Attack, Skill, or Willpower Roll – A character


can spend a feat point to reroll a failed attack, skill, or
Willpower roll. A character can continue to reroll the same
failed roll as long as he has feat points to spend.

• Run and Gun – When a character makes a full advance


during his turn, he can spend a feat point to move up to 2x
his SPD in inches instead of his SPD as normal.

• Shake Continuous Effect – A character can spend a feat


point at the start of his turn to shake a continuous effect,
which immediately expires.

10
Fools rush in
An Introductory
Adventure
Fools Rush In is short adventure meant to introduce two
PLAYERS BE WARNED!
to four players and one Game Master to the world and
rules of the Iron Kingdoms Full Metal Fantasy Roleplaying The synopsis and scenes described below contain many
spoilers regarding the adventure and should not be read
Game. This adventure contains the following materials
by players. If you are a prospective player, please do your
in addition to the scenario for the Game Master: Game Master the courtesy of allowing him to run this
• Quick start rules adventure for you and not read it yourself!


4 Pregenerated characters, including character sheets,
biographies, and reference sheets for each character’s key
abilities

• 19 Standees representing the player characters and non-player Plot Synopsis


characters, to be cut out and assembled Things begin when the characters are summoned by Corvis
• 2 Battle maps City Watch Lieutenant Morton Rorke for an urgent task. When
they arrive at the guard’s watchtower in southwest Corvis,
You will need to supply pencils, several six-sided dice, a ruler or
Rorke tells them cultists have kidnapped his family and are
tape measure, and scrap paper.
blackmailing him to retrieve an item of value from the workshop
We strongly recommend that the person intending to run this of an alchemist named Jorvis Torm. His family will be killed in
scenario as Game Master read over the quick start rules as well hours unless he complies. His plan is to employ the characters
as the pre–generated character materials thoroughly before to retrieve the item while he secures his family and helps lay
beginning play. We also advise making the quick start rules an ambush for the cultists. Lieutenant Rorke is lying, though
available to each player if time permits. If the Game Master is the characters should have no reason to question his motives.
willing to explain the basics of game play briefly, either at the
The characters proceed to Torm’s workshop, where they
beginning of his session or as events in the scenario involve
encounter two members of the Order of the Golden Crucible’s
specific rules, however, he should have little trouble walking
guard barring their entrance while an alchemist of the order
players through their first rolls.
searches the premises. The order seeks the same item as the
Each of the player characters has a goal he may wish to characters. Whether the characters choose to negotiate or fight
accomplish over the course of the adventure. The Game Master the guards, an explosion soon sets fire to the workshop, and the
is encouraged to reward them for taking efforts to these ends guards disappear in the confusion. Before the characters or the
with feat points. In general, the Game Master should reward Crucible Guard arrived, Torm was murdered by a third group
creative play and players taking risks appropriate to their interested in the box: the Cryxians who originally commissioned
characters by rewarding feat points for success. him to construct its necrotech contents. Evidence of his
attackers, the timing of his death, and the accidental explosion
Finally, while the adventure includes a number of pieces of
can be discovered on searching the remains of his house. The
descriptive text intended to be read aloud to the players, we
characters have a few moments to search the wreckage and
encourage the Game Master to add his own embellishments
discover this evidence but do not find the item they seek.
and flavorful descriptions of people, places, and action to
further present the Iron Kingdoms as a living, breathing world! Clues gained in searching the wreckage and/or checking for
tracks outside guide the characters to those likely to have stolen
their objective: a gang on a boat off Corvis’ south waterfront.
There they confront the Cryxian-controlled gang, including a
formidable ogrun captain and a necromancer. At the end of
the combat, the characters will find themselves in possession
of the box and one of three possible endings to the scenario

11
FOOLS RUSH IN: An Introductory Adventure

will ensue, based on the characters’ previous actions. Each you lot can take care of this, so here’s the plan. The cultists say they
ending results in a cliffhanger with the characters confronted want a reinforced lockbox marked ‘Miscellaneous Surplus’ Torm has.
with betrayal by Lieutenant Rorke’s men. The introduction You go in, get that box from Torm, and deliver it to the cult. That’ll
ends here, but Game Masters who wish to continue could buy me time to make sure my family is safe, and me and the boys will
plan a follow-up session to resolve this confrontation. ambush ’em after.

“If you do this, I’ll make sure your charter gets to the front of the list.
Scene 1 Might even get you steady contracts after. Everyone goes home happy
Read Aloud or Paraphrase: and safe . . . ’cept the cultists, of course. Whatever you do, don’t open
It was with some haste that you responded to Corvis City Watch the box. Not only is it likely holding something dangerous, but if they
Lieutenant Morton Rorke’s urgent missive. You were settling in for a think we’ve messed with that box, my family will pay the price.
warm dinner in the common room of a small house serving as your
“Time’s running out. What do you say?”
charter’s base of operations in a vaguely respectable part of town when
a harried messenger arrived. He carried a scrawled message from The characters are free to ask a few questions about the situation,
Lieutenant Rorke pleading for you to come to his guard tower as soon but time is of the essence and Rorke has already explained most
as possible. You grumbled about the interruption, but the lieutenant of what he is willing to share. To any attempts to discern Rorke’s
is the last person standing between you and official recognition of sincerity or motives, he seems entirely truthful and genuine.
your mercenary charter, and his reputation for rejecting petitions is (As with any exceptional liar, at this moment he believes what
legendary. Without his stamp of approval you’ll be forced to relocate he is saying.) He recommends the characters simply visit Jorvis
to another city and start your business from scratch. So you strapped Torm’s shop and demand or forcibly take the box marked
on your armor, checked your blades, and loaded your pistols before “Miscellaneous Surplus.” He informs them that they while he
setting out to the soggy waterfront of southwest Corvis. hopes they can operate within the bounds of the law, ultimately
they should “do whatever you’ve got to do,” and he’ll make
A misting of rain surrounds you as you arrive at the watch’s prominent
sure they won’t be prosecuted for their actions, to the extent he is
guard tower. Its three stories of dark grey stone rise above the square
able. He warns them to avoid run-ins with other members of the
only a few blocks from the waterfront, and the chill grows as you
watch, as only those he trusts are involved with the plan. Rorke
approach the river. The sun is setting behind grey clouds, and a
knows of Torm as a reclusive citizen with a reputation for crafting
bustling crowd moves around you—the fishmongers and shipwrights
high-grade alchemical reagents used in complex mechanikal
of the district heading home from their day’s work. A few rusting
devices. Note: Torm is not a member of the Order of the Golden
laborjacks haul heavy goods for successful merchants, and the coal
Crucible, if anyone asks, but rather an independent alchemist.
smoke they emit makes the thick, foggy air even harder to breathe.
If the characters balk at committing the crime, Rorke assures them
As you approach the tower stairs a figure opens the iron-studded
that once the whole fiasco is over he’ll return the box to Torm and
wooden door. Lieutenant Rorke’s black hair and weathered features
will have the time necessary to clear them of any allegations of
are unmistakable and he motions you to enter. The main guard room is
wrongdoing. If they continue to balk, he becomes agitated and tells
empty but for a few racks of armor and weapons lining the wall and a
them that if they don’t help him out now, not only will he reject
large wooden table holding only a few empty metal tankards. A blond
their charter, but he’ll be forced to arrest and imprison them. Given
man you recognize as one of Rorke’s subordinates, Sergeant Hill,
his family is at stake, he’s desperate. Rorke is willing to negotiate
stands at attention near the stairs that lead down to the tower’s cells.
to a small degree. If the characters choose, they may haggle with
The middle-aged lieutenant is wearing the mail of the Corvis City him using the Negotiation skill. If one of the characters succeeds in
Watch, with the city symbol on his right steel shoulder pad. A pistol and a Negotiation roll against a target number of 14, Rorke will offer to
sword hang from his belt. He forces a smile but is obviously distressed. expedite the approval of their charter. He’ll go as far as promising
He gestures for you to make yourselves comfortable. Without pause, he to send in the paperwork immediately and give them exclusive
closes the heavy door behind you and speaks. rights to pursue the next three bounties posted by the Corvis City
“I’m sorry for the rush, but I’ve got a bloody mess of a situation on Watch. Failure on this roll elicits Rorke’s extreme displeasure
my hands and not much time. I know you can get things done—you’ve and an ominous threat regarding empty cells in the tower.
proven that to me before. This time it’s . . . more personal, though. Once the characters’ questions and any negotiations are settled,
Just this evening, a cult of bloody Thamarites kidnapped my family Rorke gives the characters the address of Torm’s workshop and
and have me over a barrel. Bastards say I’ve got to steal some damn the location where they should deliver the box, a warehouse not
thing from an alchemist named Jorvis Torm in the industrial quarter if far from the tower. They have less than two hours, and he urges
I want to see them again. them to hurry. Torm’s shop is in an industrial neighborhood,
“I’d do it myself, but problem is, if I get caught Captain Helstrom will just north of the bridge across the Black River. The distance
hang me high, and then where’s my family? I can’t take this to anyone can be travelled in approximately a half-hour if the characters
else on the watch since it’d risk the lives of everyone involved. I know set a brisk pace. As they set out describe that the sun has fully
set and a light rain is falling upon the mostly empty streets.

12
Scene 2 Combat Encounter #1
Read Aloud or Paraphrase:
As you hasten to cross the bridge over the Black River, you are slowed Crucible Guards
by a group of rowdy laborers making their way home. The crowd If combat begins there is no surprise round. All parties are
of sweat- and soot-stained humans, trollkin, and gobbers take up a on edge and expecting the possibility of violence. Place
boisterous drinking song but then steer clear of the trollkin in spiked the guards as shown on the map on page #XXX and allow
armor and several–ton laborjack in your group. A few blocks of poorly the characters to begin the combat where they choose,
lit cobblestoned streets lead you from the bridge into the blocks of within reason.
Corvis’ waterside industrial facilities and warehouses. You turn a
corner and spy what you realize must be Jorvis Torm’s workshop. The Crucible Guards (Duelist/Man-at-Arms)
workshop is a modestly sized wooden building that appears to have SPD STR MAT RAT DEF ARM

6 5 6 3 11 14 (16)
once been a private home around which huge warehouses sprang up.
WILLPOWER INITIATIvE DETECT SNEAK
The structure is tall and narrow, with a second story that cantilevers 10 13 4 2
out above the building’s front door and pair of smudged windows. Soot
and industrial waste darken its walls. Alarmingly, a pair of cloaked Sword
POW P+S
men stand on either side of the front door. They wear short cloaks over 3 8
heavy armor and helms. Each holds a sword at the ready and large
shield-cannons bearing the unmistakable emblem of the Order of the Cannon-Shield
POW P+S
Golden Crucible. (melee)
3 5
The pair of men guarding the door are members of the Order
Cannon-Shield
of the Golden Crucible’s private mercenary force, The Crucible RNG ROF AOE POW
Guard, and arrived shortly before the characters. While they 8 — — 12
guard the door, a ranking alchemist of the Order searches
ABILITIES
Torm’s house. The Order is interested in acquiring the same
Defensive Line – While this character is B2B with one or more friendly characters,
box as the PCs, and given their knowledge of its contents their he gains +1 ARM. While the character is B2B with one or more friendly characters
agents are completely unhelpful. At this point they cannot be who also have this ability, the bonus increases to +2.

persuaded or intimidated into divulging anything. When the Parry – While armed with a hand weapon, the character cannot be targeted by free
strikes.
characters approach the door the two men become wary and
Riposte – Once per round when this character is missed by an enemy’s melee attack,
order them to move along. At the Game Master’s option, one
immediately after the attack is resolved he can make one normal attack against the
or both guards might recognize Eilish, who has had run-ins attacking enemy. To make a ranged attack, the character’s ranged weapon must be
with the Crucible Guard before, and this could prompt pointed loaded.

insults related to previous animosity. They will not permit Shield Guard – Once per turn, when a friendly character is directly hit by an attack
while within 2˝ of this character, this character can choose to be directly hit instead.
entry to the building without a fight and are wary enough
This character cannot use Shield Guard if he is incorporeal, knocked down, prone,
to defend themselves the moment any PCs get too close. or stationary.

They are inclined to be hostile, as they are expecting trouble, VITALITY 12


and will parley only if someone attempts to calm them BASE SIZE SMALL
down with a Negotiation roll against a target number of 15.
In this event, the pair will remain apprehensive but will talk Other Gear: Tailored Plate, 5 shots cannon-shield ammo
rather than attacking, insisting the building is under Golden Tactics: The guards will stand side-by-side to gain Defensive
Crucible jurisdiction. Another way to forestall immediate Line and will strategically use Shield Guard to share
conflict is an Intimidation roll against a target number of 15. damage and try to keep both standing. But they are also
This will not scare off the guards, but it makes them nervous not interested in dying to guard a door. If both are severely
about being outnumbered and reluctant to resort to violence. wounded and they have a moment to speak, they will try to
This will prompt one of the guards to knock anxiously on stop the fight by talking, at which point the explosion occurs.
the door as a warning to the person inside while trying to
talk the approaching characters out of needless bloodshed.

Before the characters can learn more or try to argue their way
inside, the explosion ends any debate.

13
FOOLS RUSH IN: An Introductory Adventure

Place guards on the steps to Torm's workshop as shown

C RC
AR TA
ONT ON e
e
FR ib l F R ibl
uc d uc d
Cr uar Cr uar
G G

BATTLE MAP 1: WORKSHOP STEPS

Scene 2, Continued haste. Make a point of the fact that anyone not wearing a
gas mask is coughing. (Anyone who is wearing a gas mask
A massive explosion blasts from within Torm’s workshop
can feel smug about this.) The gas mask dropped by the
If the Game Master has little time to run his scenario, as at a
dead man in the doorway can be appropriated. Either way,
convention, it is recommended that he detonate the workshop
the characters are unharmed by breathing the smoke, but if
at the end of the first round of combat.
they want to search the building they need to act quickly.

Read Aloud or Paraphrase:


Without warning an ear-shattering explosion bursts from within the
Read Aloud or Paraphrase:
A small alley runs along the building’s right side. In addition to being
workshop, blasting out the windows and throwing you to the ground.
littered with mundane trash and junk, it appears to have been used as
Unnaturally colored flames fill the night sky for a moment, followed
a dumping ground by the alchemist. Toxic alchemical reagents and
by gouts of smoke pouring from the ruins of the small building. A man
sludge pool around broken and discarded glassware, and laboratory
in Order of the Golden Crucible colors stumbles out the front door,
devices are piled high.
wreathed in flame. He tears the gas mask from his face and shouts,
“They’ve got it! They’ve got it!” before falling flat in the doorway, The entirety of the building’s interior is a single large room. Smoke,
revealing an obviously mortal wound in his back. The door of Torm’s dust, and caustic vapors linger in the air. The room is in disarray,
workshop is blocked with burning timbers and the house itself is and a smoldering blast mark dominates the rear of the long room.
rapidly being consumed by flame. As you pull yourselves to your Work benches and tables lay on their sides, pools of bubbling and
feet you realize the two men you were fighting have vanished in the toxic substances spread across the floor, and splashes of oddly colored
confusion. liquids mar the walls. Fires gutter amid the wreckage, providing
enough light to see by. Against the back wall of the room is a set of
The only reasonable method of entry is to have their laborjack
alchemical burners, glassware, and flasks that seem to have been used
lift the debris with a successful Strength roll against a target
primarily to cook food.
number of 12. Gardek can accomplish this same feat, if he
is willing to handle flaming timber, but whoever moves the Through the smoke you see a man dressed in a leather apron and work
debris suffers a POW  12 damage roll from the fire. Gardek clothes beneath flaming wreckage, lying in a pool of blood.
can spend a feat point to use Revitalize to neutralize any
The man is Jorvis Torm, and he is already dead. A Game
resulting damage. The neighborhood is fairly empty of street
Master wishing to reward quick-thinking characters can
traffic at this hour, but down the street an alarm bell begins to
deem that if they immediately pull him from the rubble
toll. The building is aflame but not yet impenetrably so. If the
and Milo uses an Alchemical Restorative, he can be saved,
characters assess the situation let them know they have just
but in this case he will still be grievously injured and will
a few minutes before the building becomes a raging inferno.
not recover enough to speak for several hours. He will
Given this and that they are the first individuals on the scene
need to be taken from the building before the fire spreads.
the Game Master should encourage them to investigate with

14
Each of the characters has time for only one investigation action Forensics
before the place goes up in flames. This allows for a skill roll
Information Learned
demonstration. If they enter the building, Colbie and Gardek Target Number
(cumulative)
can do a general search with Detection, while Milo can search
Runes on the bones in the wreckage
for useful alchemical substances using Alchemy, and Eilish can 10 are necromantic in nature. (Eilish finds
investigate the scene with a professional eye using his training these bones if no one else did.)
in Forensic Science. Encourage both Eilish and Milo to spend
Animated thralls participated in the
a feat point to boost these skill check rolls, as they have only attack, presumably to distract Torm
one shot. Similarly, if they still roll low, a character can use while he was stabbed in the back by
11+
another feat point (if available) to reroll the failed skill check. someone. The knife used on him is of
poor quality though sufficient to serve
Those who succeed a Detection roll against a target number its purpose.
of 12 find several scattered bones amidst the debris. Closer The red rag on the knife is a symbol
examination reveals strange runes carved upon them. If both of vengeance with the Bloody Skiffs, a
12+
Colbie and Gardek fail this Detection roll or are not searching, gang with a vicious reputation on the
Corvis docks.
Eilish can find the bones during his forensic investigation.
If Colbie is searching she can notice half-melted tools in the The explosion and fire are incidental,
an accident after the attack. If Milo
wreckage more appropriate to an arcane mechanik than an succeeded his Alchemy roll this will
alchemist. To add levity, on a failure either Colbie or Gardek 13+
corroborate that several flasks were
could set an item of clothing on fire and need to deal with it. spilled in the fight and this eventually
led to the explosion.
Milo’s inspection of the alchemical equipment depends
Whoever stabbed Torm could have
on the success on his Alchemy roll, which will potentially finished him, so murder was not the
provide not simply information but also salvaged grenades. primary goal. He bled for minutes
15+
before the explosion, so the Crucible
Alchemy Guard likely arrived after the attack,
just in time to get blown up.
Information or Salvage Found
Target Number Gardek may make a Tracking roll against a target number
(cumulative)
of 12 to find footprints in the dirt leading directly from the
Milo identifies the center of the
explosion as destroyed equipment near workshop’s front door that seem to have been made within the
12+ the rear of the room. He deduces this last half hour. A second Tracking roll against a target number
happened because of containers with of 10 indicates the tracks move in the direction of the stone
volatile liquids breaking and mixing.
bridge across the Black River before becoming impossible
14+ Intact Rust Bomb to follow. This will corroborate the direction of Pier 16.
15+ Intact Rust Bomb
Give the characters a few minutes to decide on a course
The rust bomb is a grenade that unleashes a fast-acting supernatural of action, but make sure they feel a sense of urgency.
rust reagent which can temporarily soften armor. This grenade The alarm has been sounded, the watch are coming, and
creates a 3” AOE—steamjacks and characters wearing metal all signs point to the Bloody Skiff’s having taken the
armor hit by the AOE suffer –2 ARM for one round. lockbox to their hideout on the barge, the Sullen Wench.

It is up to Eilish to connect the useful clues using Forensic


Science.

If Eilish rolls too low even with the boosted die and
reroll from feat points, the information about the Bloody
Skiffs can be provided from Milo, who has Streetwise,
on seeing the knife. Either way, Milo will recall that
this gang operates from a barge out at Pier 16. There is
no sign of the box the characters seek in the wreckage.
Immediately after gathering this information, the fire reaches
additional fuel and the characters must make a hasty exit.

15
FOOLS RUSH IN: An Introductory Adventure

Place three to five deckhands on the deck of the Sullen Wench

Deckhand

FRONT ARC

De
ck
FR ha
ON nd
d TA
h an RC
Deck
RC
TA
ON
FR

nd
ha De
ck RC ck
De ha
N TA FR
ON
nd
F RO TA
RC

BATTLE MAP 2: THE SULLEN WENCH

Scene 3 to board the boat are unlikely to work. Failing to notice the
spotter, the characters may decide to climb the barge’s side
Read Aloud or Paraphrase: from the river rather than using the ramp. Doing so requires a
Night has fallen as you hurry from the smoldering ruins of Jorvis successful Climbing roll against a target number of 10. Failure
Torm’s workshop just ahead of city watch guardsmen and their results in the character falling back into the water and losing
awkward questions about your involvement in the explosion. You one full round of actions. The water is calm and does not
hurry back across the bridge and turn south into the damp maze of require a Swim roll. Characters can try to use Stealth to sneak on
Corvis’ dockside neighborhood. Striding with purpose and being board, but their rolls will indicate only how quietly they make
heavily armed keeps the lowlifes of the docks from harassing you as their entrance, as they have already been spotted and the deck
you make your way past seedy taverns and loitering thugs. You spot is well lit. The deckhands will notice them once they arrive.
the numbered marking for Pier 16 high on a pole and head toward
If either or both of the Crucible guards from Scene 1 survived, as
it. The pier is particularly run down; some of its wooden supports
soon as the first character steps on deck he will see one or both
look deteriorated stench of rotting fish is heavy in the air. The boards
on their knees against the pilothouse with hands bound and
beneath your feet are black and slick from the damp.
helmets off, bruised and beaten. Having rushed to the barge
As you look down the pier you see a large and decrepit barge moored from Torm’s workshop in search of the box, the guards found
to the left of the pier. A sturdy ramp has been pulled up onto the boat, themselves outmatched and captured by the Bloody Skiffs. A
denying you an easy way to board. The barge’s name is painted across deckhand standing behind them draws a pistol and holds it
its prow but is abraded from years of neglect. You can just barely make to the head of a captive. The character boarding the barge has
out the words: Sullen Wench. only one chance to intervene before a guard is executed and
initiative begins. If the character opts to try to save the guard(s),
At a glance, the barge appears empty. Characters who succeed
he gets one turn before initiative. If the character hesitates to
in a Detection roll against a target number of 14 may notice a
intervene, at least one guard is executed and initiative begins.
figure duck beneath the barge’s railing and out of sight. This
will tell them that they have been spotted and stealthy attempts Otherwise, there is no surprise round, as both sides are aware
of the other.

16
Combat Encounter #2a Combat Encounter #2b
Ship Encounter Boss Fight!
The steam barge is roughly 66 feet (11˝) long and 42 feet (7˝) After the third round ends or the last deckhand drops,
wide. Boxes and crates are piled on the deck of the ship, the ogrun Brak Seabreaker and the necromancer Sivto the
providing cover for those who seek it. These boxes are made Vile arrive on deck from below. See map on page #XX for
of wood and are therefore flammable if incendiaries are used, suggestions on how to place Brak and Sivto.
but the hull and deck of the ship are rusted iron. Iron oil lamps
illuminate the deck for all the deckhands. A large plume of The ogrun should draw the characters’ attention: he cuts an
black smoke blots out part of the evening sky; the ship is imposing picture, all corded muscle and tangible hatred clad
clearly preparing to leave. The ship has no apparent ship-to- in heavy armor, wielding a shield the size of a door and a
ship armaments. cruel-looking notched blade. Gardek recognizes him from
bounty descriptions and knows he is Brak Seabreaker and
There are three to five deckhands on deck. The Game Master that there is a sizable bounty offered for him on the charges of
should choose how many he will use in this encounter based river piracy. The bounty is the same for alive or dead, and all
on how much time is available to him and the aptitude his things considered, trying to take him alive seems a bad idea.
players have displayed for the rules thus far. See Battle Map The Game Master may want to wait to describe Sivto until the
on page #XXX for suggestions on how to place the deckhands. characters notice her or she begins to act; next to Brak she is
They will be aware of the PCs but ignore them until they easy to overlook. She appears to be a lean, unhealthy female
attempt to board the barge. At that point the deckhands will human wearing a hooded black armored greatcoat. Sivto is
take cover and fight to the death to defend the boat, which still a living human being, but only just. After Gardek reacts
is their home. Initiative needs to be rolled the moment the to recognizing the bounty, Brak and Sivto can monologue or
characters attempt to board. banter, or the fight can continue immediately.
Use a coin or other marker to denote the locations of the Tactics: Roll initiative for Brak, Sivto, and the Risen
deckhands when they die, as they will be reanimated as Risen deckhands and continue the turn. Likely, the Risen will roll
in the next round. low initiative and activate before the next round begins.
Brak initiates this part of combat by charging against the
Deck Hands
nearest vulnerable target he can reach, opting for one of the
SPD STR MAT RAT DEF ARM
6 5 5 5 12 12 less-armored characters if he can. Brak is supposed to keep
WILLPOWER INITIATIvE DETECT SNEAK Sivto alive and will use Shield Guard to take hits for her but
9 12 4 5 is mostly focused on offense. If he misses his charge attack,
reroll with a feat point, but otherwise reserve feat points for
Sword
POW P+S Heroic Dodge and Revitalize.
3 8
Once Brak finishes his attack, the necromancer Sivto uses her
Pistol once-per-encounter ability to animate the deckhands—and
RNG ROF AOE POW any slain Crucible guards—as Risen, at least one of which
8 — — 10 should be placed B2B with Brak. The Risen should be placed
near where the original deckhands fell but do not need to be
ABILITIES
Anatomical Precision – When this character hits a living target with a melee attack
in exactly the same locations. Sivto already has the Vision
but the damage roll fails to exceed the target’s ARM, the target suffers d3 damage spell upkept and will cast Bleed on vulnerable characters.
points instead of the damage rolled. She will also move to get close enough to Brak to benefit
VITALITY 7 from his Shield Guard ability. Sivto is from Cryx and could
BASE SIZE SMALL not care less about the crew or the ogrun so long as she can
return her prize to her masters. If Brak dies she will attempt
to dive off the side of the boat to escape in the water.

The Risen are largely mindless but have enough instincts to


use Gang to team up on engaged characters.

17
FOOLS RUSH IN: An Introductory Adventure

Risen Thralls Brak Seabreaker (Mighty Ogrun Warrior)


SPD STR MAT RAT DEF ARM SPD STR MAT RAT DEF ARM
5 5 4 3 9 11 4 7 6 3 8 17(19)
WILLPOWER INITIATIvE DETECT SNEAK WILLPOWER INITIATIvE DETECT SNEAK
1 7 1 5 9 11 3 3

Claws Cleaving Blade


POW P+S POW P+S
2 7 3 10

ABILITIES Shield
Undead – This character is not a living character and never flees. POW P+S
0 7
Gang – When making a melee attack that targets an enemy in melee range of
another friendly character, this character gains +1 to melee attack and melee
damage rolls. When making a melee attack that targets an enemy in melee range of ABILITIES
another friendly character who also has this ability, these bonuses increase to +2. Weapon Master – Mighty characters gain an additional die on their melee damage
rolls.
Tough – The character is incredibly hardy. When this character is disabled, roll a
d6. On a 5 or 6, the character heals 1 vitality point, is no longer disabled, and is Revitalize – The character can spend 1 feat point during his turn to regain 7 vitality
knocked down. points immediately. If a character suffers damage during his turn, the damage must
be resolved before a character can use this feat. An incapacitated character cannot
VITALITY 5 use Revitalize.
BASE SIZE SMALL Defensive Line – While this character is B2B with one or more friendly characters,
he gains +1 ARM. While the character is B2B with one or more friendly characters
who also have this ability, the bonus increases to +2.
Shield Guard – Once per turn, when a friendly character is directly hit by an attack
Sivto the Vile, Necromancer (Human Will Weaver) while within 2˝ of this character, this character can choose to be directly hit instead.
SPD STR MAT RAT DEF ARM This character cannot use Shield Guard if he is incorporeal, knocked down, prone,
6 5 5 5 13 11 or stationary.
WILLPOWER INITIATIvE DETECT SNEAK FEAT POINTS 2
9 12 4 5
This character starts each encounter with 2 feat points. He is allocated 1 feat point at the
Pistol start of each of his turns. He can have up to 2 feat points at a time.
RNG ROF AOE POW BASE SIZE SMALL
8 — — 10

ARCANE 4
Will Weaver 1 2 AGILITY
VITALITY 8
3
PHYS

BASE SIZE SMALL


Spells COST RNG AOE POW UP OFF 4
IQ

ECT

Bleed 2 8 — 10 No Yes E
U

6
LL

When Bleed destroys an enemy living character, this character heals d3 damage points.
TE

Vision 2 6 — — Yes No
5 I
N

The next time target character is directly hit by an attack, he suffers no damage roll from
the attack, then Vision expires.
Unholy Awakening – Once per encounter this character may animate all dead
humanoids as Thralls in its control range. All thralls created this way exist for the length Scene 3, Continued
of the encounter or until the character dies. At the conclusion of the fight the characters may search the
barge. (Players can roll Detection if they wish, and the Game
Master can vary his description accordingly, but the results
are largely the same.) The barge’s interior is dank and poorly
maintained. The vessel contains a fair number of mundane
weaponry such as pistols, cutlasses, and the like. Searching
the captain’s cabin reveals a large, secured lockbox marked
“Miscellaneous Surplus.” In the dark of the hold a faint green
glow can be seen to emanate from within. The glow is ominous
and could be of alchemical, mechanikal, or more sinister origins.

If the characters saved the Crucible guards, the grateful


guards offer the characters the services of the Corvis branch of
the Order of the Golden Crucible. They state that while they

18
Place Brak and Sivto on the deck of the Sullen Wench

FRONT ARC
SIVTO
FRONT ARC

BRAK

BATTLE MAP 2: THE SULLEN WENCH

would be happy to explain what they’re after, they need the Read Aloud or Paraphrase:
permission of their seniors before doing so. Refer to Ending The pair of guards share a dubious look, and one of them sighs
#1, “Making Friends”. before beginning to speak. “We’re grateful for your saving us, but
If the characters did not save the Crucible guards, they this is a complicated situation. We thought you were Rorke’s thugs
are now in possession of the lockbox for which they have at first, or we could have saved all of us a lot of trouble. I’ll level
exerted no little effort and are faced with another choice: Do with you: Rorke’s a madman, a cultist. He’s using you to get that box
they open the box against the wishes of Lieutenant Rorke, for his own purposes. I gather he fed you some line about his family
or do they hasten with it to their rendezvous? Remind them being captured? Bollocks—he has no family in town. He’s a corrupt
they have little time to deliver the box to the cultists and watchman with too much ambition.
save Lieutenant Rorke’s family. If the characters follow “Believe me, you don’t want to open that box. It’s the cortex for a
Rorke’s directions refer to Ending #2 “We’ve Been Had!”. Cryxian warjack, and just being near the damn thing could kill you.
If the characters choose to open the box instead, refer to Ending Ever heard of necrotite? It’s soul-poison, and that box is laden with
#3 “What’s in the Box?!”. it. And I promise you, if you take it to Rorke, death from exposure to
necrotite is the least of your concerns.

Ending #1 “You’ve got no reason to trust us, but The Order of the Golden
Crucible knows what he’s up to. I give you my word, we’ll help you if
“Making Friends” you bring it to our order’s workshop. Follow us.”
Assuming the characters acted to save the Crucible guards,
The guards ask Colbie to use her laborjack to carry the cortex box to
they can avoid the horrible betrayal Lieutenant Rorke has
their main facility in Corvis, which is halfway across the city. Both
planned for them. Let the characters search the barge while the
guards still suffer from injuries but bear them stoically. As you leave
guards partially recover from the beatings they took from the
the docks and head north toward the Order’s headquarters, a half-
Bloody Skiffs. They beg the characters not to open the lockbox.
dozen well-armed individuals step from the shadows of the nearest

19
FOOLS RUSH IN: An Introductory Adventure

alleys both in front of and behind you. Most of them wear the armor of
the Corvis City Watch. Several of them level pistols in your direction. Ending #3
The blond man in the lead is Rorke’s subordinate, Sergeant Hill. He
says, “Stop! Hand over the box and no one has to get hurt.” “What’s in the Box?!”
If the characters choose to open the box they must either succeed
Rorke’s observers witnessed the events on the barge and moved in a Lockpicking roll against a target number of 14, an effort
to intercept the characters before they could reach the Order of that takes approximately twenty minutes, or inflict 10 points
the Golden Crucible. of structural damage to the lock—but remind them they don’t
The scenario ends with the characters betrayed by Lieutenant know how fragile its contents are. Once opened, the box releases
Rorke and in peril. (See “Conclusion.”) a vile, caustic stench and a faint green glow phosphoresces. A
frightening looking object lies within. Roughly spherical and

Ending #2 eighteen inches in diameter, the device has a caustic odor and
unwholesome green light pulses out of the precisely laid thin

(“We’ve Been Had!”) gaps in its black metal surface. A character with the Mechanikal
Engineering skill may attempt to roll against a target number of
Ending #2 occurs if the characters failed to save the Crucible
12. Success indicates to the character that the device is the cortex
guards, killed them, or chose to disregard their information.
of a steamjack, but of forbidden Cryxian necrotech origin.
As they leave the barge they find Rorke’s men, led by Sergeant
Hill, awaiting them at the end of the pier. Before the characters can consider a further plan, they are
interrupted.
Read Aloud
Sergeant Hill, the blond man you recognize as Rorke’s subordinate, Read Aloud or Paraphrase
walks from behind the row of armed watchmen and smiles. “Thanks Sergeant Hill, Rorke’s subordinate, and a group of six heavily armed
much—I’ll just be taking that box now.” members of the watch arrive. Hill looks grimly upon you before
motioning to the box. He nods knowingly and says, “Well, I suppose
Hill places it carefully, almost reverently, upon a table and produces a
it’s for the best Rorke’s family were never waiting to be saved by you
strange mechanikal device that he inserts into the box’s keyhole. You
lot. Never rely on mercenaries, I say.” He looks across your faces. “I
hear a whirring noise followed by a loud click, and he slowly lifts the
know you were hoping for help getting your charter approved. I’m
lid. A vile, caustic stench and a faint green glow emanate from within the
afraid the city can’t work with notorious lawbreakers. You’re in for
box. Hill reaches in with his gloved hands and carefully lifts a heavy and
some hard labor to work off your crimes. And in case you’re thinking
unsettling piece of mechanika. Roughly spherical and eighteen inches
of causing trouble, keep in mind corpses can be put to other kinds of
in diameter, the device has a caustic odor, and unwholesome green light
labor . . . We’ll find a use for you one way or another. Once you hand
pulses out of the precisely laid thin gaps in its black metal surface.
over that cortex.”
“Perfect! We can begin in earnest now.” He looks across your faces.
He turns to his men. “Lock them up, lads.”
“Thamar bless me, you’re a gullible bunch. More than a match for
those Cryxians, though, and I do thank you for getting me the fruits The scenario ends with the characters betrayed by Lieutenant
of the necrotech’s labor. They’d had him at work on that for almost Rorke and in great peril. How will they survive to pay back this
a year. Pity you killed him and burned down his house. I know you vile treachery?
were hoping for help getting your charter approved, but I’m afraid the
city can’t work with notorious lawbreakers. You’re in for some hard Conclusion
labor to work off your crimes. And in case you’re thinking of causing The Game Master tells the players that ordinarily at this point
trouble, keep in mind corpses can be put to other kinds of labor . . . the adventure would continue and they would have to decide
We’ll find a use for you one way or another.” what to do next, whether fighting or cooperating and waiting for
a chance to turn the tables on their enemies. Clearly, Lieutenant
He turns to his men, who reach for their weapons. “Lock them up, lads.”
Rorke is a treacherous snake and gaining a mercenary charter
The scenario ends with the characters betrayed by Lieutenant in Corvis is going to be more complicated than expected. The
Rorke and in peril. (See “Conclusion.”) introduction ends here, but Game Masters who wish to continue
could plan a follow-up session to resolve this confrontation.

Optional: So they get a taste for it, the Game Master could
summarize for the players the experience they would earn for
this session (play award: 1 XP, teamwork award: 1 XP). At the
Game Master’s option, taking out a major foe, like Rorke, could
result in a milestone award for another XP, or 1–3 extra XP if it’s
the end of a major storyline.

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